7b6a141767
Move the 40-odd root-level scripts and scenes into a tree that groups by role,
per the approved roadmap (WS2/WS3): actors/{player,matador,bear}, systems/{combat,
fx,input,debug,render,crowd,config}, ui/, props/ (was tscn_s/). Rename the shell
scene.tscn -> levels/game_shell.tscn and every PascalCase scene to snake_case
(Player.tscn -> player.tscn, MainMenu.tscn -> main_menu.tscn, etc.) so the
case-insensitive web/macOS filesystems can't alias two files together.
Done as a scripted move: each file travels with its .uid; every quoted res:// path
across scenes, scripts, .tres, and project.godot's 9 autoloads is rewritten; the
.godot uid/class cache is rebuilt from scratch. Scenes still resolve by uid, so the
rewrite is belt-and-suspenders. Lint globs (run_tests.sh + both CI workflows) now
walk the new dirs; an orphan animation_tree.gd.uid and 7 pre-existing trailing-
whitespace lints (barrel/torch, never covered by the old root-only glob) are cleaned.
Full suite green on both sides. Asset consolidation (Assets/Animations/fonts ->
art/) is deferred — moving imported .glb/.png/.ttf is safer done in the editor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
113 lines
4.5 KiB
GDScript
113 lines
4.5 KiB
GDScript
extends SceneTree
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## Bear ram test. Running the bull HORNS-FIRST into the bear should wound it. The bear detects this by
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## sweeping the bull's actual travel (prev → now) against its body each frame (bear._sweep_bull_ram),
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## gated by speed (bear_hit_threshold), reach (bear_ram_reach) and a horns-first cone (bull_gore_arc),
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## and edge-triggered so one charge = one wound. This drives passes against a frozen bear and asserts:
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## a horns-first charge (even one that tunnels / starts close) wounds it once; a charge moving AWAY
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## (bear behind the horns), a pass out of reach, and a too-slow nudge all leave it unharmed.
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## Run: godot --headless --script res://tests/bear_ram_test.gd
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var _pass := 0
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var _fail := 0
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func _init() -> void:
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_run.call_deferred()
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func _ok(c: bool, m: String) -> void:
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if c:
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_pass += 1
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print(" PASS: ", m)
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else:
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_fail += 1
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print(" FAIL: ", m)
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func _make_bull() -> CharacterBody3D:
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var b := CharacterBody3D.new()
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b.set_script(load("res://tests/_fake_bull.gd")) # exposes is_dashing()/is_rolling()
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b.collision_layer = 2
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b.collision_mask = 0
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b.add_to_group(&"player")
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var cs := CollisionShape3D.new()
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var shape := CapsuleShape3D.new()
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shape.radius = 0.75
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shape.height = 1.845
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cs.shape = shape
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b.add_child(cs)
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root.add_child(b)
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return b
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# Sweep the bull from `from` to `to` at `speed` (velocity along the travel), reseting the bear's ram
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# edge-state first so each pass is isolated. The prev → now segment is what the bear tests against.
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func _ram_pass(bear: Node, bull: CharacterBody3D, speed: float, from: Vector3, to: Vector3) -> void:
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bear.set("_bull_prev_seen", false)
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bear.set("_bull_ramming", false)
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var dir := to - from
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dir.y = 0.0
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bull.velocity = dir.normalized() * speed if dir.length() > 0.01 else Vector3.ZERO
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bull.global_position = from
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bear.call("_sweep_bull_ram")
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bull.global_position = to
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bear.call("_sweep_bull_ram")
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func _run() -> void:
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var bull := _make_bull()
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var bear := (load("res://actors/bear/bear.tscn") as PackedScene).instantiate() as Node3D
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root.add_child(bear)
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bear.global_position = Vector3.ZERO
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bear.set_physics_process(false) # freeze the AI; we drive the ram sweep ourselves
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await physics_frame
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bear.call("_acquire_bull")
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var dp := root.get_node("/root/DP")
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var reach: float = dp.f("bear_ram_reach")
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var thr: float = dp.f("bear_hit_threshold")
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_ok(bear.get("_bull") == bull, "bear acquired the bull")
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# (a) Horns-first charge straight through the bear — endpoints (3 m) sit outside the reach, so
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# only the swept test catches the pass-through.
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var hp0: int = bear.get("_hp")
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_ok(3.0 > reach, "test pass tunnels: endpoints (3 m) exceed the ram reach (%.2f m)" % reach)
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_ram_pass(bear, bull, 66.0, Vector3(-3, 0, 0), Vector3(3, 0, 0))
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_ok(bear.get("_hp") == hp0 - 1, "a horns-first charge wounds the bear once")
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# (b) One charge = one wound: sweeping the same charge again without disengaging doesn't re-hit
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# mid-contact (edge-triggered). Re-seed as if the bull never left the ram — no reset.
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var hp1: int = bear.get("_hp")
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bull.velocity = Vector3(66, 0, 0)
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bull.global_position = Vector3(0.2, 0, 0) # still on top of the bear, still charging
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bear.call("_sweep_bull_ram")
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_ok(bear.get("_hp") == hp1, "a sustained charge doesn't drain the bear frame-by-frame")
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# (c) Charging AWAY (bear behind the horns) is not a horns-first ram, even up close.
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var hp2: int = bear.get("_hp")
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_ram_pass(bear, bull, 66.0, Vector3(0.5, 0, 0), Vector3(4, 0, 0))
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_ok(bear.get("_hp") == hp2, "a charge moving away from the bear leaves it unharmed")
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# (d) A fast pass wide of the bear (out of reach) is spared.
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_ram_pass(bear, bull, 66.0, Vector3(-3, 0, 3), Vector3(3, 0, 3))
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_ok(bear.get("_hp") == hp2, "a charge that passes wide of the bear is spared")
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# (e) A slow nudge below the hit threshold is shrugged off.
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_ram_pass(bear, bull, thr - 1.0, Vector3(-3, 0, 0), Vector3(3, 0, 0))
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_ok(bear.get("_hp") == hp2, "a nudge below the hit threshold doesn't wound the bear")
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# (f) The DASH ability bypasses the horns-first cone: the same charge-away pass that (c) shrugged
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# off DOES wound the bear while dashing (a committed lunge rams on contact).
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var hp3: int = bear.get("_hp")
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bull.set("dashing", true)
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_ram_pass(bear, bull, 66.0, Vector3(0.5, 0, 0), Vector3(4, 0, 0))
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_ok(bear.get("_hp") == hp3 - 1, "the dash ability rams the bear on contact even when not horns-first")
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bull.set("dashing", false)
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_finish()
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func _finish() -> void:
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print("Results: %d passed, %d failed" % [_pass, _fail])
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quit(1 if _fail > 0 else 0)
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